There are 12 classes in Baldur’s Gate 3 that are another complex layer over the 11 playable races and subraces. Each of these classes has a unique set of skills, signature abilities, and weapon/armor proficiencies. It’s important that you choose a class that suits your playstyle the best. To help you make an informed decision, this Baldur’s Gate 3 classes guide will provide a complete overview of all 12 classes in the game, their signature abilities, subclasses, and proficiencies.
Baldur’s Gate 3 Classes List
Updated on August 2, 2023: For the final release of Baldur’s Gate 3 we have updated our classes and subclasses guide to add a ton of new information, and bring more clarity to the topic.
After each level up, you’ll have the choice to either continue improving a class or go in the direction of a multi-class. For example, at level 6, you can either be a level 6 barbarian or a level 3 barbarian/bard. However, according to some reports, the multi-class functionality isn’t planned until the complete version of the game releases. In addition to this, certain classes aren’t available in the game’s Early Access release. With that said, the following is a detailed overview of all the classes in Baldur’s Gate 3:
|Class||Background||Signature Ability||Saving Throw Proficiencies||Equipment Proficiencies|
|Barbarian||A fierce warrior of primitive background who can enter a battle rage.||Strength||Strength/Constitution||Shields, light/medium armor, martial weapons|
|Bard||An inspiring magician whose power echoes the music of creation.||Charisma||Charisma/Dexterity||Light armor, simple weapons, rapiers, shortswords, longswords, hand crossbows|
|Cleric||A priestly champion who wields divine magic in service of a higher power.||Wisdom||Wisdom/Charisma||Shields, simple weapons, light/medium armor|
|Druid||A priest of the Old Faith, wielding the powers of nature— moonlight and plant growth, fire and lightning— and adopting animal forms.||Wisdom||Intelligence/Wisdom||Non-metal shields, clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears, non-metal light/medium armor|
|Fighter||A master of martial combat, skilled with a variety of weapons and armor.||Strength/Dexterity||Strength/Constitution||Armor, shields, simple weapons, martial weapons|
|Monk||A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.||Wisdom/Dexterity||Strength/Dexterity||Simple weapons, shortswords|
|Paladin||A holy warrior bound to a sacred oath.||Strength/Charisma||Wisdom/Charisma||Armor, shields, simple weapons, martial weapons|
|Ranger||A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.||Wisdom/Dexterity||Strength/Dexterity||Shields, martial weapons, simple weapons, light/medium armor|
|Rogue||A scoundrel who uses stealth and trickery to overcome obstacles and enemies.||Dexterity||Dexterity/Intelligence||Shortswords, rapiers, longswords, crossbows, simple weapons, light/medium armor|
|Sorcerer||A spellcaster who draws on inherent magic from a gift or bloodline.||Charisma||Constitution/Charisma||Daggers, darts, slings, quarterstaff, light crossbow|
|Warlock||A wielder of magic that is derived from a bargain with an extraplanar entity.||Charisma||Wisdom/Charisma||Light armor, simple weapons|
|Wizard||A scholarly magic-user capable of manipulating the structures of reality.||Intelligence||Intelligence/Wisdom||Daggers, darts, slings, quarterstaff, light crossbow|
How Baldur’s Gate 3 Classes and Subclasses Work
Classes: In Baldur’s Gate 3, each class has unique abilities, skills, and stat modifiers. The class you choose will determine your character’s abilities and how they interact with the world and combat scenarios. Each class also has a unique set of skills and abilities that they can use in combat and exploration.
Subclasses: Subclasses are a further specialization of a class. They provide additional abilities and options for your character. When you reach a certain level in your class, you can choose a subclass. This choice will provide you with additional abilities and skills, further defining your character’s role in the game.
Baldur’s Gate 3 Classes and Subclasses List
|Cleric||Knowledge, Life, Light, Nature, Tempest, Trickery, War|
|Fighter||Battle Master, Eldritch Knight, Champion|
|Ranger||Hunter, Beast Master, Gloom Stalker|
|Rogue||Arcane Trickster, Assassin, Thief|
|Warlock||Archfey, The Fiend, The Great One|
|Wizard||Abjuration, Conjuration, Divination, Enchantment, Evocation, Necromancy, Illusion, Transmutation|
|Druid||Land, Moon, Spores|
|Barbarian||Berserker, Wildheart, Wild Magic|
|Bard||Lore, Valor, Swords|
|Sorcerer||Wild Magic, Draconic Bloodline, Storm Sorcery|
|Paladin||Ancients, Devotion, Vengeance, Oathbreaker|
|Monk||Open Hand, Shadow, Four Elements|
Baldur’s Gate 3 Cleric Subclasses
|Life Domain||This Cleric subclass grants heavy armor proficiency, Disciple of Life (additional HP recovery when casting a healing spell), and the Bless and Cure Wounds level 1 spells are always prepared.|
|Light Domain||This subclass provides the Warding Flare ability (use divine light for protection), Burning Hands and Faerie Fire level 1 spells are always prepared, and the Light cantrip.|
|Nature Domain||This subclass provides Acolyte of Nature, Heavy Armour proficiency, Channel Divinity: Charm Animals and Plants, Dampen Elements, and Divine Strike.|
|Knowledge Domain||This subclass offers Blessings of Knowledge (learn two languages and gain double proficiency in two from Arcana, History, Nature, or Religion), Channel Divinity: Knowledge of the Ages (gain proficiency in one skill or tool for 10 minutes), Channel Divinity: Read Thoughts (read a creature’s thoughts and command|
|Trickery Domain||This Cleric subclass grants the Charm Person and Disguise Self level 1 spells (always prepared), and the Blessing of the Trickster ability (grant another creature advantage on Stealth checks).|
|Tempest Domain||Clerics of the Tempest domain are storm incarnate, wielding the raw power of the elements. They gain proficiency in martial weapons and heavy armor. Their unique ability, Wrath of the Storm, allows them to retaliate against attackers within 5 feet with a thunderous rebuke, causing the attacker to make a Dexterity saving throw or take 2d8 lightning or thunder damage (half on a successful save). |
This ability can be used a number of times equal to the cleric’s Wisdom modifier and is replenished after a long rest. At 2nd level, they gain the Channel Divinity: Destructive Wrath ability, which allows them to deal maximum damage with lightning or thunder damage instead of rolling. At 6th level, their Thunderous Strike ability allows them to push a Large or smaller creature up to 10 feet away when they deal lightning damage to it. Finally, at 8th level, they gain Divine Strike, which lets them add an extra 1d8 thunder damage to a weapon attack once per turn, increasing to 2d8 at 14th level.
|War Domain||Clerics of the War domain are divine warriors, skilled in the use of weapons and armor. They gain proficiency in martial weapons and heavy armor. Their War Priest ability, available from 1st level, allows them to make an additional weapon attack as a bonus action when they use the Attack action, a number of times equal to their Wisdom modifier, with all uses replenished after a long rest. At 2nd level, they gain the Channel Divinity: Guided Strike ability, which allows them to add a +10 bonus to an attack roll. |
This choice is made after the roll but before the DM declares whether the attack hits or misses. At 6th level, they gain Channel Divinity: War God’s Blessing, which allows them to use their reaction to grant a +10 bonus to an attack roll made by a creature within 30 feet. Again, this choice is made after the roll but before the DM declares whether the attack hits or misses. Finally, at 8th level, they gain Divine Strike, which lets them add an extra 1d8 damage of the same type dealt by the weapon to a weapon attack once per turn, increasing to 2d8 at 14th level.
Clerics in Baldur’s Gate 3 are representatives of their chosen deities, utilizing their divine magic for various purposes. They are known for their ability to support their group with healing spells and hinder their enemies with debuffing spells. The choice of deity during character creation can influence interactions within the game.
Clerics start the game with 8 HP plus their Constitution modifier. They gain an additional 5 HP plus their Constitution modifier with each level up. It’s important to note that Clerics must choose a subclass and a deity to worship at the time of character creation.
Baldur’s Gate 3 Fighter Subclasses
|Eldritch Knight||This subclass combines martial prowess with magical power. Eldritch Knights gain access to two level 1 spell slots, which they can use to cast spells from the wizard spell list. This gives them a unique blend of abilities, allowing them to deal damage with weapons and spells alike. They can also bond with a weapon, allowing them to summon it as a bonus action.|
|Battle Master||Battle Masters are tactical geniuses on the battlefield. They gain 4 Superiority Dice (D8s), which they can use to fuel Battle Master maneuvers. These maneuvers offer a range of abilities, such as disarming an opponent, striking multiple enemies at once, or bolstering the defenses of allies. This makes the Battle Master a versatile fighter, capable of adapting to any combat situation.|
|Champion||The Champion subclass is all about physical perfection and unmatched athleticism. While specific details about this subclass in Baldur’s Gate 3 are not readily available, in the Dungeons & Dragons source material, Champions focus on improving their combat abilities. They have improved critical hit chances and can heal themselves when they are at half their hit points or less.|
The Fighter class in Baldur’s Gate 3 is characterized by its exceptional physical prowess and combat versatility. Fighters have a robust health pool, gaining 12 hit points per level, which makes them excellent front-line combatants. They have a wide range of proficiencies in ability checks, including Athletics, Religion, Insight, Perception, and Intimidation, allowing them to excel in various situations both in and out of combat.
Fighters are also proficient in Strength and Constitution saving throws, making them resilient against physical harm and endurance challenges. Their proficiency extends to a variety of armors, including light, medium, and heavy armor, as well as shields. This means they can adapt to different combat scenarios by choosing the appropriate protective gear.
In terms of weaponry, Fighters are skilled in the use of both simple and martial weapons, which encompasses a broad spectrum of equipment from basic clubs to sophisticated swords and polearms. This wide range of weapon proficiencies allows Fighters to switch between different combat styles as needed.
Speaking of combat styles, Fighters can specialize in one of several fighting styles. These include Archery for ranged combat, Defense for enhanced protection, Dueling for one-on-one combat, Great Weapon Fighting for wielding heavy weapons, Protection for safeguarding allies, and Two-Weapon Fighting for dual-wielding combat. Each of these styles offers unique benefits and shapes the Fighter’s approach to battle.
Baldur’s Gate 3 Ranger Subclasses
|Beast Master||Allows you to summon a beast companion|
|Hunter||Grants you Hunter’s Prey (Colossus Slayer, Giant Killer, Horde Breaker).|
Colossus Slayer: Your weapon attack deals an additional 1d8 damage once per turn if the target is already damaged.
Giant Killer: If a creature of Large size or bigger attacks you, you can use your reaction to make a melee attack.
Horde Breaker: Allows you to target two creatures standing close to each other, attacking them in quick succession.
In Baldur’s Gate 3, the Ranger class is a versatile and robust choice for players. With a maximum HP gain of 11 per level, Rangers are well-equipped to withstand the rigors of battle. They possess a wide range of proficiencies in ability checks, including Stealth, Nature, Religion, Insight, Perception, and Survival, allowing them to adapt to various situations and environments.
Rangers are also proficient in Strength and Dexterity saving throws, providing them with resilience against physical threats. Their proficiency extends to armor and weapons as well, with Rangers being adept in the use of Light and Medium Armour, Shields, and both Simple and Martial weapons.
The Ranger class also has unique class actions. Under the Favoured Enemy action, Rangers can specialize in different roles. For instance, as a Bounty Hunter, they gain proficiency in Investigation. As a Keeper of the Veil, they can cast the Protection from Evil and Good level 1 spell and have proficiency in Arcana. The Mage Breaker specialization grants them the True Strike cantrip and Arcana proficiency, while the Ranger Knight gains proficiency in History and heavy armour. Lastly, the Sanctified Stalker is proficient in Religion and can cast the Sacred Flame cantrip.
The Natural Explorer class action offers further specialization. The Beast Tamer can cast the Find Familiar level 1 spell, while the Urban Tracker gains proficiency in Sleight of Hand and can use Disguise Kits and Thieves’ Tools. The Wasteland Wanderer, on the other hand, has resistance to Cold, Fire, and Poison, making them a hardy choice for harsh environments.
Baldur’s Gate 3 Rogue Subclasses
|Thief||Gains Fast Hands (an extra bonus action) and Second-Story Work (resistance to falling damage).|
|Arcane Trickster||Unlocks Spell Slots and Mage Hand Legerdemain (an invisible Mage Hand capable of performing additional tasks).|
|Assassin||Gains Assassinate (from 3rd level, advantage on attack rolls against a creature that hasn’t taken a turn and critical hit on surprised creatures).|
In Baldur’s Gate 3, the Rogue class is characterized by its agility and cunning. With a maximum HP gain of 10 per level, Rogues are hardy and resilient. They are proficient in a variety of ability checks, including Acrobatics, Sleight of Hand, Stealth, Religion, Insight, Perception, and Deception. Their saving throw proficiencies lie in Dexterity and Intelligence, reflecting their quick reflexes and sharp minds.
Rogues are adept at wearing Light Armour and are skilled in the use of a variety of weapons. These include Simple weapons, Hand Crossbows, Longswords, Rapiers, and Shortswords. Their combat prowess is further enhanced by their Sneak Attack ability. As an action, they can inflict weapon damage plus an additional 1D6 Slashing damage against an enemy they have an advantage against. This attack can also be utilized if an ally is within 1.5 metres of the target and the Rogue does not have a disadvantage.
In addition to their combat abilities, Rogues are known for their speed and agility. Their Cunning Action – Dash allows them to double their Movement Speed for the current turn, enabling them to swiftly navigate the battlefield.
Baldur’s Gate 3 Warlock Subclasses
|The Fiend||This Warclock subclass provides the feature “Dark One’s Healing,” which grants temporary HP when a hostile creature is reduced to zero HP. They can also choose two level one spells from a list that includes Armour of Agathys, Arms of Hadar, Burning Hands, Charm Person, Command (Halt), Expeditious Retreat, Hellish Rebuke, Hex, Protection from Evil and Good, and Witch Bolt.|
|The Great Old One||This Warclock subclass allows the selection of two level one spells from a similar list as The Fiend, with the addition of Dissonant Whispers and Tasha’s Hideous Laughter.|
|Archfey||This Warlock subclass grants several features, including “Fey Presence,” which can charm or frighten creatures within a 10-foot cube if they fail a Wisdom saving throw. At the 6th level, they gain “Misty Escape,” allowing them to teleport up to 60 feet and remain invisible for a turn after taking damage. At the 10th level, they acquire “Beguiling Defenses,” making them immune to being charmed and enabling them to turn a charm attempt back on the creature trying to charm them.|
Baldur’s Gate 3 Archfey Warlock Features:
Fey Presence: An ability that influences the minds of creatures within a 10-foot cube centered on the Warlock. If these creatures fail a Wisdom saving throw against the Warlock’s spell save check, they become either charmed or frightened.
Misty Escape: Upon reaching the 6th level, Archfey Warlocks unlock “Misty Escape.” This ability allows them to disappear in a cloud of mist when they take damage, teleporting them up to 60 feet away. They remain invisible until they perform an action or until their next turn.
Beguiling Defenses: At the 10th level, they gain “Beguiling Defenses.” This ability not only makes them immune to charm effects but also allows them to redirect any charm attempts back onto the creature trying to charm them, using their reaction.
Warlocks in Baldur’s Gate 3 are characters who have pledged their loyalty to a powerful entity in exchange for magical abilities. They have a diverse range of cantrips and first-level spells at their disposal, making them versatile in various situations. For instance, the cantrip Minor Illusion can significantly alter the course of a battle by creating distractions.
Warlocks have a maximum HP gain of 10 per level. They are proficient in Arcana, Religion, Insight, Perception, and Intimidation ability checks, and their saving throw proficiencies lie in Wisdom and Charisma. They can wear light armor and are proficient in the use of simple weapons. They can choose two cantrips from Blade Ward, Chill Touch, Eldritch Blast, Friends, Mage Hand, Minor Illusion, Poison Spray, and True Strike.
Baldur’s Gate 3 Wizard Subclasses
|Abjuration School||Abjurant Savant (Reduces the cost to learn Abjuration spells from spell scrolls) and Arcane Ward (Forms a magical ward with a maximum of 3 hit points that absorbs all damage directed at you).|
|Conjuration School||Conjuration Savant (Reduces the cost to learn Conjuration spells from spell scrolls) and Minor Conjuration (Allows you to create a non-magical object in your hand).|
|Divination School||Divination Savant (Reduces the cost to learn Divination spells from spell scrolls) and Portent (Allows you to roll two d20s and replace any roll with one of these numbers).|
|Enchantment School||Enchantment Savant (Reduces the cost to learn Enchantment spells from spell scrolls) and Hypnotic Gaze (Can charm a creature into a daze).|
|Evocation School||Evocation Savant (Reduces the cost to learn Evocation spells from spell scrolls) and Sculpt Spells (Creates pockets of safety where Allies succeed their saving throws and take no damage from Evocation Spells).|
|Necromancy School||Necromancy Savant (Reduces the cost to learn Necromancy spells from spell scrolls) and Grim Harvest (Allows you to regain hit points when you kill a creature with a spell).|
|Illusion School||Illusion Savant (Reduces the cost to learn Illusion spells from spell scrolls) and Improved Minor Illusion (Gives you more versatility with your illusions).|
|Transmutation School||Transmutation Savant (Reduces the cost to learn Transmutation spells from spell scrolls) and Minor Alchemy (Allows you to change the material of an object).|
Wizards are known for their mastery of arcane magic, specializing in individual schools of magic to refine ancient spells to modern heights. Although they may not be the best at taking a punch, their magic skills allow them to unleash havoc from a distance.
A Wizard starts with a maximum of 8 hit points per level. They have proficiency in a variety of ability checks, including Arcana, History, Religion, Insight, and Perception. Their saving throw proficiencies lie in Intelligence and Wisdom. However, they do not have any armour proficiencies, but they are proficient in using a Dagger, Quarterstaff, and Light Crossbow as weapons.
Wizards have the liberty to choose three cantrips from a list that includes Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Poison Spray, Ray of Frost, Shocking Grasp, and True Strike. They can also choose six level one spells from a list that includes Burning Hands, Charm Person, Chromatic Orb, Colour Spray, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Tasha’s Hideous Laughter, Jump, Longstrider, Mage Armour, Magic Missile, Protection from Evil and Good, Ray of Sickness, Sleep, Thunderwave, and Witch Bolt. Out of these six spells, they can prepare four level one spells.
Baldur’s Gate 3 Druid Subclasses
|Circle of the Moon||Circle of the Moon Druids can use their Combat Wild Shape to transform into a beast, providing them with new combat options.|
|Circle of the Land||Circle of the Land Druids have the Wild Shape ability and can use Natural Recovery to regain expended spell slots, reflecting their deep connection to the land.|
|Circle of the Spores||Circle of the Spores Druids have several unique abilities. They can create a Halo of Spores, use Symbiotic Entity to enhance their combat abilities, cause a Fungal Infestation in their enemies, and spread their Spores to affect a larger area.|
Druids are the custodians of nature, wielding magic that draws from the natural world and even adopting the forms of beasts through their Wild Shape ability. Their spellcasting is as flexible as a Wizard’s, with a wide array of spells to choose from.
A Druid starts with a maximum HP of 9 per level. They are proficient in Nature, Religion, Animal Handling, Insight, and Perception ability checks, and have saving throw proficiencies in Intelligence and Wisdom. They can wear Light and Medium Armour and Shields, and are skilled with a variety of weapons including the Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, and Spear.
Druids can choose two cantrips from Guidance, Poison Spray, Produce Flame, Resistance, Shillelagh, and Thorn Whip. They also have access to a broad selection of level one spells, including Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Speak with Animals, and Thunderwave. They can prepare three of these spells at a time.
Baldur’s Gate 3 Barbarian Subclasses
|Berserker||The Berserker subclass acquires the Frenzy ability, which allows the use of Frenzied Strike, Enraged Throw, and Improvised Weapon Attack as a bonus action. Frenzied Strike enables an additional melee attack, while Enraged Throw allows the Barbarian to lift and hurl an object or creature, inflicting Bludgeoning damage and causing the target to fall prone.|
|Wildheart||The Wildheart subclass is bestowed with the Bestial Heart and the ability to Speak with Animals, enabling verbal communication and understanding with beasts.|
|Wild Magic||The Wild Magic subclass is granted the Wild Surge ability, which involves rolling on the Wild Magic table to ascertain the magical effect. It also gains Bolstering Magic and Unstable Backlash, the latter of which allows the Barbarian to use their reaction to roll on the Wild Magic table and instantaneously produce the effect.|
As a Barbarian, you can expect a substantial increase in your hit points with each level, gaining as much as 14 HP. Your proficiency in ability checks extends to Athletics, Religion, Insight, Perception, and Intimidation, providing a broad range of skills to draw upon. Your saving throws are particularly strong in Strength and Constitution, reflecting your physical prowess and resilience.
In terms of combat, you are proficient in both Simple and Martial weapons, and can wear Light and Medium Armor, as well as Shields. This versatility allows you to adapt to various combat scenarios and enemy types.
One of the defining features of a Barbarian is the ability to enter a Rage. This can be activated as a bonus action, and while in this state, you deal an additional two points of damage with melee attacks, improvised weapons, and thrown objects. You also gain resistance to physical damage and have an advantage on Strength checks and saving throws. However, this heightened state can’t be sustained indefinitely and will end before ten turns pass if you haven’t attacked a creature or taken damage.
Another key feature is Unarmored Defense. When you’re not wearing armor, your Constitution modifier is added to your Armor Class, increasing your defensive capabilities. However, it’s important to note that wearing heavy armor can impede your ability to Rage, so you’ll need to balance your need for protection with your ability to tap into your primal fury.
Baldur’s Gate 3 Sorcerer Subclasses
|Wild Magic||This subclass has Tide of Chaos (which can be activated to gain Advantage on the next attack roll, Ability Check, or Saving Throw, and increases the chance of a Wild Magic surge) and Wild Magic.|
|Draconic Ancestry||This subclass has Draconic Resilience (which increases max HP by one for each Sorcerer level) and another Draconic Resilience (which sets your base Armour Class to 13 when you aren’t wearing armour). At level 6, it also gains an elemental skill and resistance.|
At level 6, the Draconic Ancestry Sorcerer gains access to the following skills:
Red (Fire): Burning Hands level 1 spell
Black (Acid): Grease level 1 spell
Blue (Lightning): Witch Bolt level 1 spell
White (Cold): Armour of Agathys level 1 spell
Green (Poison): Ray of Sickness level 1 spell
Gold (Fire): Disguise Self level 1 spell
Silver (Cold): Feather Fall level 1 spell
Bronze (Lightning): Fog Cloud level 1 spell
Copper (Acid): Tasha’s Hideous Laughter level 1 spell
Brass (Fire): Sleep level 1 spell
|Storm Sorcery||This subclass has Tempestuous Magic (which allows you to fly up to 10 feet surrounded by gusts of elemental air) and Heart of the Storm (which adds bonus lightning/thunder damage on lightning/thunder attacks).|
In Baldur’s Gate 3, the Sorcerer class is a unique blend of innate magical prowess and versatile skills. Depending on the subclass, a Sorcerer can have a maximum HP gain per level of 8 for Wild Magic, or 9 for Draconic Bloodline. They are proficient in a variety of ability checks, including Arcana, Religion, Insight, Perception, and Persuasion. Their saving throw proficiencies lie in Constitution and Charisma.
When it comes to armour, they can comfortably wear Light and Medium Armour, as well as Shields. Their weapon proficiencies include the Dagger, Quarterstaff, and Light Crossbow. Sorcerers have the freedom to choose four cantrips from a diverse list that includes Blade Ward, Acid Splash, Mage Hand, Poison Spray, True Strike, Friends, Dancing Lights, Fire Bolt, Light, Ray of Frost, Shocking Grasp, Minor Illusion, and Chill Touch.
In addition, they can select two level one spells from a wide array of options such as Chromatic Orb, Fog Cloud, Charm Person, Sleep, Burning Hands, Magic Missile, Mage Armour, Thunderwave, Witch Bolt, Colour Spray, Disguise Self, False Life, Ray of Sickness, Expeditious Retreat, Feather Fall, and Jump. This vast selection of spells and cantrips allows Sorcerers to adapt to various situations, making them a valuable addition to any party.
Baldur’s Gate 3 Bard Subclasses
|College of Lore||This subclass provides proficiency in Arcana, Intimidation, and Sleight of Hand. It also offers Cutting Words, which imposes a 1d6 penalty on enemy Attack Rolls and Ability Checks.|
|College of Valour||This subclass grants proficiency in Medium Armour, Shield, and Martial Weapons.|
|College of Swords||This subclass offers proficiency in Medium Armour and the Scimitar. It also provides a Fighting Style (Dueling or Two-Weapon Fighting), a Blade Flourish (which boosts walking speed after an attack), and an Extra Attack.|
Bards are a versatile class, known for their ability to inspire their allies through performance. They gain 9 hit points per level, demonstrating their resilience. They are proficient in a variety of ability checks, including Religion, Insight, Perception, Deception, Performance, and Persuasion. Their saving throw proficiencies lie in Dexterity and Charisma, highlighting their nimbleness and force of personality.
When it comes to armour, Bards are proficient in Light Armour, allowing them to move with ease. Their weapon proficiencies are diverse, encompassing Simple weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, and even Musical Instruments, showcasing their versatility in both combat and performance.
One of their key class actions is Bardic Inspiration. This unique ability allows Bards to inspire an ally with their performance as a bonus action. The inspired ally can then add a +1D6 bonus to their next attack roll, Ability Check, or Saving Throw. This effect lasts for 18 minutes and recharges after a long rest, making it a powerful tool in the Bard’s arsenal.
Bards also have the choice of two cantrips from a list that includes Vicious Mockery, Blade Ward, Mage Hand, True Strike, Friends, Dancing Lights, Light, and Minor Illusion. These cantrips offer a range of utility and combat options.
In addition, Bards can choose four level one spells from a diverse list. This list includes Speak with Animals, Animal Friendship, Bane, Charm Person, Dissonant Whispers, Heroism, Tasha’s Hideous Laughter, Sleep, Cure Wounds, Faerie Fire, Healing Word, Thunderwave, Disguise Self, Feather Fall, and Longstrider. These spells further enhance the Bard’s versatility, allowing them to adapt to a variety of situations.
Baldur’s Gate 3 Paladin Subclasses
|Oath of Devotion||Acquire Holy Rebuke, which grants an ally a vengeful aura that inflicts 1d4 Radiant Damage to anyone who directly attacks them.|
|Oath of the Ancients||Attain Healing Radiance, which allows nature to heal all nearby allies.|
|Oath of Vengeance||Obtain Channel Divinity, which can be used to frighten with Abjure Enemy or gain attack roll advantage with Vow of Enmity, and Relentless Avenger, which allows you to move up to half your speed immediately when you hit a creature with an opportunity attack.|
|Oathbreaker||Gain Spiteful Suffering (inflicts Necrotic damage), Control Undead, and Dreadful Aspect (Frightens nearby enemies).|
|Oath of the Ancients|
In addition to the above, the Oath of the Ancients subclass is known for its ability to summon a spectral bear that can attack enemies and heal allies. The Oath of Vengeance subclass, on the other hand, is renowned for its relentless pursuit of justice, often at the cost of mercy. The Oathbreaker subclass, while powerful, is often shunned by society due to its dark nature.
Paladins are a formidable class, gaining 10 hit points per level. They are proficient in several ability checks, including Athletics, Religion, Insight, Perception, and Intimidation. Their saving throw proficiencies lie in Wisdom and Charisma, reflecting their blend of physical prowess and spiritual power. Paladins are also versatile in their armour and weapon choices, with proficiencies in Light, Medium, and Heavy Armour, as well as Shields. They can wield both Simple and Martial Weapons effectively.
One of the unique class actions of a Paladin is ‘Lay on Hands’, which allows them to channel their divine energy to heal a creature or cure it of all diseases and poisons. Another class action, ‘Divine Sense’, provides them with an advantage on attack rolls against celestial beings, fiends, and the undead, enhancing their combat capabilities against these entities.
Baldur’s Gate 3 Monk Subclasses
|Way of the Open Hand||This subclass offers the Open Hand Flurry Strike Dex/Str, which allows for 2 Offhand Dexterity/Strength Attacks when a Ki Point is expended.|
|Way of Shadow||This subclass provides Shadow Arts (allowing you to cast darkness, dark vision, pass without trace, or silence by spending 2 ki points), Shadow Step (enabling teleportation up to 60 feet from dim light to an unoccupied space also in dim light), and Cloak of Shadows (allowing you to become invisible using your action).|
|Way of the Four Elements||This subclass allows for a range of elemental attacks.|
The Way of the Four Elements Monk subclass in Baldur’s Gate 3 has several class passives:
Fangs of the Fire Snake: Spend 1 Ki Point to perform 3 unarmed attacks (fire damage) on creatures within 10 ft of you.
Fist of Four Thunders: Use Ki to cast Thunderwave.
Fist of Unbroken Air: Use Ki to generate a blast of compressed air.
Rush of the Gale Spirits: Use Ki to cast Gust of Wind.
Sweeping Cinder Strike: Use Ki to cast Burning Hands.
Water Whip: Attack with a water whip that can either pull a creature towards you or knock it down.
Monks, as a class in Baldur’s Gate 3, are characterized by their unique features. They have an average health growth, gaining 8 hit points with each level progression. Unlike other classes, Monks do not have specific proficiencies in ability checks.
However, they excel in saving throws related to Strength and Dexterity, demonstrating their physical prowess and agility. Monks do not rely on armor for protection, hence they have no armor proficiencies. Instead, they utilize their Constitution modifier to boost their defense when unarmored, a feature known as Unarmored Defense. In terms of weaponry, Monks are skilled in the use of simple weapons and shortswords, allowing them to engage effectively in close combat.
Baldur’s Gate 3 Best Class and Subclass – Which to Choose?
Baldur’s Gate 3 offers a wide range of classes and subclasses for players to choose from, each with its unique abilities, strengths, and weaknesses. However, the “best” class and subclass can vary greatly depending on your playstyle, the composition of your party, and the challenges you face in the game. Here are some of the classes and subclasses that are often recommended by players and experts.
1. Fighter – Battle Master
Fighters are a versatile class that can fit into almost any role in a party, whether it’s a frontline tank, a damage dealer, or a ranged attacker. The Battle Master subclass, in particular, is often considered one of the best due to its versatility and the strategic depth it adds to combat.
Battle Masters have access to a feature called “Combat Superiority,” which gives them a number of Superiority Dice that they can spend to perform various maneuvers. These maneuvers can do things like trip an enemy, add extra damage to an attack, or even let the Battle Master attack as a reaction when an enemy misses them. This gives Battle Masters a lot of flexibility in combat and allows them to adapt to different situations.
2. Wizard – Evocation
Wizards are the primary spellcasting class in Baldur’s Gate 3, and the Evocation subclass is often considered the best for those who want to focus on dealing damage. Evocation wizards specialize in spells that unleash elemental forces, such as fireballs, lightning bolts, and ice storms.
One of the key features of the Evocation subclass is “Sculpt Spells,” which allows the wizard to shape the effects of their spells to avoid hitting their allies. This means that an Evocation wizard can unleash their most powerful spells without worrying about friendly fire, making them a valuable asset in any party.
3. Rogue – Thief
Rogues are masters of stealth, trickery, and dealing high damage to single targets. The Thief subclass enhances these abilities and adds a few more tricks to the rogue’s repertoire.
Thieves have a feature called “Fast Hands,” which allows them to use the bonus action granted by their Cunning Action to do things like use an object, pick a lock, or disarm a trap. They also get “Second-Story Work,” which lets them climb faster and jump further than other characters. This makes Thieves excellent scouts and infiltrators, and their ability to deal high damage with sneak attacks makes them deadly in combat as well.
Remember, the “best” class and subclass will depend on your playstyle and the challenges you face in the game. Experiment with different classes and subclasses to find the one that suits you best.
These are all the classes you can play in Baldur’s Gate 3. To learn more about the game, feel free to check out our detailed Baldur’s Gate 3 wiki guides.